DoktorApplejuce
Champion of Kirkwall
Code:
-- Kirkwall_IsCivilisationActive
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local civilisationID = GameInfoTypes["CIVILIZATION_KIRKWALL"]
function Kirkwall_IsCivilisationActive(civilisationID)
for iSlot = 0, GameDefines.MAX_MAJOR_CIVS-1, 1 do
local slotStatus = PreGame.GetSlotStatus(iSlot)
if (slotStatus == SlotStatus["SS_TAKEN"] or slotStatus == SlotStatus["SS_COMPUTER"]) then
if PreGame.GetCivilization(iSlot) == civilisationID then
return true
end
end
end
return false
end
local isKirkwallCivActive = Kirkwall_IsCivilisationActive(civilisationID)
if isKirkwallCivActive == true then
print("No $#it, there I was!")
end
local buildingKirkwalldummyID = GameInfoTypes["BUILDING_KIRKWALL_DUMMY"]
local mathFloor = math.floor
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-- Kirkwall_CityStateConquests
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function Kirkwall_CityStateConquests(oldOwnerID, isCapital, cityX, cityY, newOwnerID, pop, isConquest)
local player = Players[newOwnerID]
local capturedPlayer = Players[oldOwnerID]
if player:GetCivilizationType() == civilisationID then
local city = Map.GetPlot(cityX, cityY):GetPlotCity()
if city:IsOriginalCapital() and capturedPlayer:IsMinorCiv() then
if not city:IsHasBuilding(buildingKirkwalldummyID) then
city:SetNumRealBuilding(buildingKirkwalldummyID, 1)
end
city:ChangeResistanceTurns(-mathFloor(city:GetResistanceTurns()))
end
end
end
if isKirkwallCivActive then
GameEvents.CityCaptureComplete.Add(Kirkwall_CityStateConquests)
end
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The above code prevents city-states captured by my custom civ from entering resistance. What do I add to prevent captured cities from major civs from going into resistance?